Reforged Galaxy

Discussion in 'Scenarios' started by Vermillion, Dec 24, 2019.

  1. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,291
    Likes Received:
    11,948
    Keep gaining XP and then restart the game.
     
    #321
  2. Normal69

    Normal69 Lieutenant

    Joined:
    Jul 14, 2018
    Messages:
    77
    Likes Received:
    57
    Do you do block weight balancing, or should I send these to the offical game forum?

    Kind of too heavy ones:
    big stair
    big deco
    small enclosed passenger seat
     
    #322
  3. Normal69

    Normal69 Lieutenant

    Joined:
    Jul 14, 2018
    Messages:
    77
    Likes Received:
    57
    It seems that after the maximum 25th level you still get a trickle of upgrade points.
     
    #323
  4. TrashMan

    TrashMan Commander

    Joined:
    Jan 10, 2018
    Messages:
    77
    Likes Received:
    78
    Instead of double RoF for gattling guns on vehicles, maybe different ammo? Inceindiary?

    And the biggest problem of gattling weapons isn't accuracy - they are MORE accurate than regular machineguns - it's ammo consumption.
    So perhaps the RMB could switch between RoF settings so the player can better control the ammo loss, which should be insane.
    We're talking 3000-6000RPM on the low end (ruskies built one that has 24000 RPM!)

    I always hated the idea of a gattling gun as a starter/weakest weapon. Just stupid. An autocannon should take that role.
     
    #324
    Inappropriate likes this.
  5. Inappropriate

    Inappropriate Captain

    Joined:
    Mar 17, 2017
    Messages:
    284
    Likes Received:
    275
    Also SV wings. They seem to be about 0.5 the mass per block volume as a steel block. IE: Wing A (6x5) is about half the mass of a 6x5 slab of block. You would only get this kind of mass if the wings were heavily partition. Reducing the mass by another 25% or so would probably be about right. Maybe also reduce the HP a tiny bit as well.

    Ideally there would be different wing materials to go with block tiers but that one would probably have to be tackled be the devs.
     
    #325
  6. Inappropriate

    Inappropriate Captain

    Joined:
    Mar 17, 2017
    Messages:
    284
    Likes Received:
    275
    Are there enough unused type to duplicate all the resources types used on planets? If so, then the duplicates could be used in scenarios as rare "deep ore veins" spawned in the undrillable bedrock layer, making them only access able by autominer. You could then disabling autominer use on all the vanilla ore types.
     
    #326
  7. Inappropriate

    Inappropriate Captain

    Joined:
    Mar 17, 2017
    Messages:
    284
    Likes Received:
    275
    Looks like all the trade commodity goods share a mass of 10kg and volume of 10L.
     
    #327
  8. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    Stairs are correct. Will not be changed.
    Large deco blocks are all 100kg for consistency. It's also more or less accurate for most deco blocks. Also will not be changed.
    Small enclosed passenger seat has already been changed for the next version, thanks to spanj.
    Wings are made almost entirely from steel. Surface area is around 42 steel plates. 11.8kg per plate is 495.6kg. Amount of plates used is reduced for playability, but mass is always calculated to actual material cost.
    Probably not possible. Wouldn't be any use anyway, since I can't configure worldgen through the configs.
    I could do it through the RG scenario, but I don't really want to, since it's simply not worth the effort.
    I cannot feed multiple ammos to weapons. It's buggy and especially on SV guns will completely break the reloading cycle, trapping the player in the cockpit.
    For turrets, they can never fire faster than 120 rpm while the computer is controlling them. For a player to control them at 6000 rpm while still being effective while AI controlled the damage would be well over a million damage per minute, easily outdamaging any other weapon type by an order of magnitude. Otherwise, it would have such low damage that it would burn through the ammo for no advantage at all.
    The handheld minigun can fire at 6000 rpm, for both performance and balance reasons the fastest a minigun turret can fire is 350 rpm. The fixed minigun for HV and SV can be put to 6000, but the average damage would be 5 per bullet. After damage modifiers vs blocks, the damage would be 0.3 against turrets, blocks and devices (rounded to 0).
    Will not be changed, at least until the devs reduce or remove the AI turret limits.
    Nothing I can do about this. Levels and points awarded are hard-coded. Even the base game doesn't give enough points to unlock everything and you still can't go higher than level 25.
    You'll get more points by relogging or something. A horrible hacked-together way for players to get points instead of the devs just increasing the max level.
     
    #328
    SGP Corp and ravien_ff like this.
  9. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,291
    Likes Received:
    11,948
    I have autominer only deposits in my own scenario that you can't dig normally, however autominers will never deplete voxel deposits so once you have a couple autominers set up on each type of deposit, you'll have an infinite source of more ore than you could ever use in both the default survival and in Reforged Eden. This is hard coded, autominers never deplete voxel deposits.
     
    #329
  10. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    The devs need to change that. They don't need to physically mine the ore, that's just overcomplicating a simple matter.
    They just need to replace the ground with another material, like Asteroid Rock and simulate ore production during their run time after the autominer determines the deposit size.
     
    #330
  11. Inappropriate

    Inappropriate Captain

    Joined:
    Mar 17, 2017
    Messages:
    284
    Likes Received:
    275
    In a SP environment I actually don't necessarily mind the infinite ore sources. Autominer cores are fairly rare, though they should probably be more rare, and you get to a point in the game were you have better things to do then go out and dig in the dirt like a peon.

    That's not to say that I think the current implementation is good. Because its not. It just helps with the suspension of disbelief that I can go out and mine all resources from an entire planet in a few hours using little more then what amounts to a pickup truck with some drills attached to the front. I don't know how many cubic meters of iron there is just in the earths upper crust but its probably more then I can fit in my trunk.

    Ideally this would be handled through some form of automation system but honestly I don't trust Eleon to design a game play system like this that isn't utterly stupid.

    Yes, but they are also almost entirely hollow, with just enough internal support to give them structure. And I don't just mean hollow like the blocks are. Air craft wings are designed to be as light as absolutely possible while maintaining functionality.

    If you look a cross section of most wings they have the skin along the z axis with spaced out braces usually on the x/y plane but usually not on the x/z or y/z planes as the skin its self mostly serves this purpose due to the shape. Also internal bracing tends to have cutouts as well to further reduce weight.
    Take a look a some wing internal pics. It's actually kind of interesting some of the layouts people have come up with.
     
    #331
  12. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    Reforged Galaxy A12 v1.40a

    Changelog:
    • Fixed an inconsistency with SV armor block hp being too low on one variant.
    • Re-added backwards compatibility with obsolete containers on CV/BA. These are intended for HV/SV and will only store 125L as they always have. Use on CV/BA at your own stupidity.
    • Fixed a missed CPU value on one of the CV/BA cargo containers that was still the vanilla 960 CPU.
    • Removed Homing Rocket Turrets from the SV tech tree to avoid confusion. They are not, nor have ever been available for SVs.
    • Reduced chance and amount of Capacitor Components in Energy Storage Deco loot.
    • Increased chance of getting a Fusion Cell from Energy Storage Deco loot.
    • Applied maxcount and forced maxcount to Detectors. This is a vanilla change since using multiple detectors causes issues.
    • Increased projectile speeds of Railgun Rounds and increased their damage against turrets to x3 damage (formerly, x2).
    • Corrected mass and volume of some medicine items using the food template as a reference for stats.
    • Switched the Food and Health value of Mushrooms, since they were backwards (now 22 food and 9 health, instead of the other way around).
    • Changed mass and volume of commodity items from the commodity template.
    • Reduced the consumption rate of food from Too Cold due to overlap.
    • Improved parasaur and baby movements.
    • Titanium Plates can be melted down in the furnace.
    • Sathium Plates can be melted down in the furnace.
    • Reduced mass of Enclosed Passenger Seat.
    • Minor bugfixes and small changes.
     

    Attached Files:

    #332
  13. Normal69

    Normal69 Lieutenant

    Joined:
    Jul 14, 2018
    Messages:
    77
    Likes Received:
    57
    Good to know, thank you for the answer. :)

    Another thing that came up is "works only in space" kinds of tech.
    I've ran into the CV Tool/Mining turret problem not working on planets.
    I would like them to work on planets, but if there are serious lag/balance issues with that an extension in the tooltip would be great. I've looked into Tool Turret description in the crafter and the tech tree, neither described this limitation.

    Have a fine weekend!
     
    #333
  14. TrashMan

    TrashMan Commander

    Joined:
    Jan 10, 2018
    Messages:
    77
    Likes Received:
    78
    Alas, I'm aware of the AI ROF the limits as I tried some changes myself. Sucks.

    Miniguns/gattling having higher damage output personally doesn't bother me, I was never a stickler for some artificail damage curves. I'm also not bothered by some weapons doing zero damage to some objects. As long as it makes sense, I'm fine with some weapons being OP in some situations.

    I was playing with 6000RPM gattling guns as a test (reduced damage, but not as much as you, because a bullet is a bullet, and I was never trying to maintain the DPS anyway) and they did indeed melt anything that wasn't heavy armor. The problem is, when you have more than 1 of them on the ship, the ammo dissapears in a blink. But not a problem, it's as it should be.
    A gattling SHOULD be a monster weapon, but a logistical nightmare that is a b*** to supply, and you wouldn't really want to have many on them on a ship without heavy industry, cargo and carry capacity and resource abdundance to support it.
    For me, it's not an early game weapon.

    EDIT: Also, does every weapon need a secondary mode to begin with anyway? Especially a turret.
     
    #334
    Last edited: Jul 10, 2020
  15. SGP Corp

    SGP Corp Captain

    Joined:
    Feb 12, 2019
    Messages:
    81
    Likes Received:
    207
    Thanks for everyone's replies and info. I can verify that as I played further, I did indeed gain more XP which has allowed me to unlock everything in the tech tree.
     
    #335
  16. TrashMan

    TrashMan Commander

    Joined:
    Jan 10, 2018
    Messages:
    77
    Likes Received:
    78
    HM....looking at your stats here.... limiter off for a portable minigun (and forwared fixed SV one) results in half damage. This isn't balancing, this is just stupid. Bullets don't just magically do less damage if you fire them faster.
     
    #336
  17. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    It's not meant to be realistic. It's meant to be FAIR.
    With the limiter off, the minigun increases to 4x RoF at half damage. That's DOUBLE damage. You pay for that double damage with higher recoil and faster ammo consumption.
    Fair. NOT realistic.
     
    #337
  18. Brimstone

    Brimstone Rear Admiral

    Joined:
    Dec 11, 2017
    Messages:
    632
    Likes Received:
    1,982
    Actually, faster ROF should equal reduced accuracy. Unless bullet spread can be linked to the firing mode, reduced damage is probably the best way to simulate that
     
    #338
  19. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    Bullet spread is linked to the firing mode. But if the weapon dealt full damage at 4x normal speed it would be overpowered. It would only take a single burst to kill anything, which doesn't match the effectiveness of the other weapons in the game and the higher level weapons adjacent to it.
    Suddenly the ordinary Minigun is better than the Epic EM Pulse Rifle. It's craftable, repairable, the ammunition is cheap and it can instantly kill any zirax or drone with a single click.
    The kind of damage is realistic with any real gun, but if we're balancing against that then all the player's guns would be buffed. But since that would be still unrealistic and unfair, the zirax would gain the same damage bonuses (Like A11 Reforged Galaxy's hard mode, where I did this) which would mean instant death against any zirax that hits the player more than 5 times.
    Would that be fun? No. People don't want instant death vs zirax, in either direction.
     
    #339
    Dreuseff likes this.
  20. Brimstone

    Brimstone Rear Admiral

    Joined:
    Dec 11, 2017
    Messages:
    632
    Likes Received:
    1,982
    Well, maybe sometimes after the Zirax Commander's shot me through the walls 3 or 4 times ;) but yeah, I see the point and agree
     
    #340

Share This Page